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Zerak

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  1. Personally, one of the main things I would like to see worked on is RP functionality. Some nods towards it, open spaces and planets to RP in, tools for GMs, maybe even the ability to make more customizeable areas, if the latter'd be more of a pipe dream, I imagine. Beyond that would be things like expanding Kaas City and Coruscant's non-mission areas to make them feel more viable as hubs In addition to the commonly wished for hood options and speech bubbles. Any plans towards species diversity would be great too. Kel Dor and other more alien aliens.. as well as the very simple ones that are humans with different skin tones such as Zeltrons.¨ 5,4 is looking great though!
  2. Do have a few ideas that would definitely be welcome An arrangement/throne similar to what Malgus/the Emperor had on the space station seen in False Emperor. The fountains surrounded by pools seen on Manaan The large palmtrees of Rishi Statue of Valkorion (maybe Grand?) Statue of Grand Moff Kilran, and Odile Vaiken Statues of the old Sith Lords. (Ragnos, Kressh, Exar Kun, Nadd, etc.) Small-scale holocrons. Potentially on pedestals Meditation mat Incense of sorts, or steam, would be cool to have a deco that allows for steam/smoke to fill a room.
  3. We have gotten a hint about the Force awakens leader that this character is "is risen from the dead", though not quite sure where the original quote is from. It is certainly possible they might sneak him into the universe's past. It does not mean canon ization entirely of TOR if they do a tie in, but, they could always draw on aspects of it, and pick what they want for canon status.
  4. This is a major point for all RPers, I think, and should be answered asap. People will want to plan out what has happened to their characters in the space between, and decide how to go about it. Deserves a bump up until Bioware comments. Most guilds and characters will presumably not be frozen in carbonite, and need to plan ahead with that in mind.
  5. I'm somewhat uncertain now. in an interview, one of th devs said that Disney were heavily involved with the making of the expansion, and the story group has been involved in it so far.. it may be that they are planning tie-ins to/from TOR and the new movies, and want to keep it under wraps. It seems odd that they would be so involved (especially the story group that solely is there to maintain continuity) in a non-canon project
  6. You can still go back.. though it will be odd, in a manner of speaking, though it is so already, in ways. Visiting Korriban now and all the overseers and stuff are still alive as in pre-Forged Alliances and the world unblemished. It would be neat if they brought everything up to date and renovated.. but that would be confusing for new players, and may require new NPCs/side missions
  7. Just remembered another thing that may support this.
  8. They're more eager for combat, will see more battles, etc, there are also some sith that resort to cybernetics to grow stronger and enhance themselves. On a more symbolic level, it represents them being less and less human as they augment themselves, a large part of Vaders symbology, being more machine than man.
  9. This is something that is best clarified for the RPers among us, it's be really nice to know exactly where we stand, as most characters outside of the Outlander will presumably have lived and fought in the conflict. Some sort of timeline would be nice, but the vitals should be laid out for us to plan upon if possible. The Sith and Jedi still exist in some form, in their temples, if not in their former position. How fragmented are the remnants of the faction? How are the Hutts doing? The Corporations? Is everything under direct Eternal Empire control.. or more along the lines of puppet governents? How did the conflict with the Eternal Empire progress, exactly? Hoping Bioware will take time to bring it all to light as detailed as possible, and hopefully help us move foreward, as we'll likely need to write up whatever has happened in the years the game skims past, as well as the fighting.
  10. Might be an idea to do a bit of a reform to the chat system in the process, make /me and /y crossfactional as well? I'm sure the RP community would appreciate it!
  11. Having tested a bit, it seems like the chat that disappears DOES make it into existence.. but is only viewable by the other faction's players that are nearby. While that does make crossfaction RP possible.. it would be a verty weird conversation if with more than two people are involved.... But yeah, this should be fixed asap.. and hopoefully this thread will bring it up some the priority ladder
  12. Definately a problem that should be fixed asap.. I was thinking it'd be something that should get a hotfix, tbh, once I saw it was happening.
  13. Zerak

    Chat Bug

    Rather baffled not seeing any threads regarding this yet. (That I could find) However, there seems to be a couple of chat bugs spotted on the Proginator. When large groups assemble, /say and other channels at times seem to stop working, making crossfaction communications impossible, as well as breing frustrating. In addition, there seems to be an issue where crossfaction communication, when in smaller numbers, at timers seems to short out, if I've not experienced the latter personally. All in all, it's a large issue for RP crossfaction.. and hopefully we can get it fixed sooner ather than later. Appologies if it has been raised before.
  14. Definately support this. It would open up a lot of opportunities for RP, and give us a wide range of really nice areas to play with. And it would be ideal to have available, by some means or another, to have them available for groups larger than three. Or just a toggle for the area.
  15. The Qorit Network --------------------------------------------------------- http://qorit.enjin.com/ ---------------------------------------------------------- SIS Assessment - Unknown threat (Intercepted by the Network - Agent silenced) -------------------------------------------------------------- It started as a rumour. Some sort of new organization, holding the strings of various operations in the underworld. The main focus? Information. Sold at exorbitant rates to various large players in the galaxy, Imperial Intelligence, the Hutts, the Exchange, Sith Lords, Corporations within and outside of the Republic. They all buy carefully selected pieces of information, though the group in question seems to be holding information back, so to keep themselves in business, try to have all the cards at hand, so to speak. It is all very diffuse. We’ve yet to ascertain who is behind this, their goals, or what they are aiming for. It is clear, however, that this is not some sort of neutral organization. The Republic itself has received next to no offers, and our secrets seem to be leaking into Imperial Intelligence and various criminal syndicates at alarming rates, though it is possible Imperial Intelligence has other sources, and this is a third party that does not like either. Worth investigating. A few strings we did manage to follow up, indicated a variety of associates, from lowly dancers getting their info from weak-willed and drunk cantina-patrons, to slicers, trained operatives and mercenaries. In addition, there are rumours of informants existing within exterior organizations, dripping a steady feed of information into it. Though it is difficult to verify any of this. Beyond that, all is unknown, we will seek out ways to properly identify this new threat. Signing off Intelligence operations take many forms. Not all intelligence in the Empire passes through the all-enveloping hands of Imperial Intelligence, Sith Lords have private Networks, often as much against enemies as against rivals and internal enemies. The Qorit Network, however, is an intelligence subdivision of Imperial Diplomacy. Situated aboard the Terminus-class Destroyer, The Hallion Blade, along with various offices and safe-houses on relevant worlds, the Network performs wide-ranging operations, aimed in maintaining ties with allies, gaining new ones, and expanding the Empire’s influence in a variety of ways. Preferable to secrecy, the Network’s existence is not a widely published fact, and its presence in official matters, as far as most of the neutral systems, the republic, and the Empire at large, falls under the guise of the Imperial Diplomatic service, a truth, in and of itself. On the side of the main imperial operation, the Network actively operates within the Underworld, seeking to have the empire control it, with the various tools at their disposal, the Network aims towards creating an Information-brokering service, using it as a tool to control the flow of information, in the Underworld and elsewhere. The information brokering itself being a gateway into the realms of the galactic underworld, trading and actively dealing with Undermining the Republic on its home turf, undercover work, intelligence gathering and selling, the Network specializes in these things, alongside combat support and coordination. Divisions: Agents: Led by Director-Agent Jester, the Agents of the Network are its driving force, ensuring the operations of the Hallion Blade, as well as being the main weapon of choice, striking with precision and performing a wide variety of tasks, both combatant and non-combatant. Positions within the agents include specialists within administrative/coordination, infiltrators, slicers, snipers, information gatherers, assassins, as well as saboteurs. Sith: Lord Zerrak, his apprentices and powerbase, alongside allied Lords within areas such as science, archeology, or illusion, and sith specialized in covert operations. The Sith serve in a position as part of the muscle of the Network, assaulting positions and defending agents, as well as auxiliary functions depending on skillsets. Mercenaries: The Swoop Rats, hired freelancers under the command of Kreuz aka “Big Rat”. Ruthless mercenaries, working on need to know basis and remaining outside of Network's politics and power games. Rats are not bound to follow every order given and work by their own rules to complete a given contract. Ship Crew: Medical personnel, naval officers, troops and pilots of the Hallion Blade, roles often filled by the other groupings to some extent, but able to be given more focus with interest. The same crew can assist in ground operations as support, technical, medical, military, or otherwise. OOC Info: This is an idea of mine, creating something a bit different, and taking inspiration from the Shadow Broker, Darth Baras, and the criminal underworld. The guild is focused upon RP, and hopefully inter-guild RP, being well-placed to facilitate it. My goal on an OOC basis is to create a guild with minimal OOC drama, and instead focus upon enjoying ourselves, as well as myself being a reliable presence online, actively leading and directing the guild. In addition, I’d be more than happy to welcome anyone who would be interested in being informants on the inside of the various organizations/guilds around, with the guild leader’s OOC blessing, of course, this in part to facilitate RP, and to add some increased depth into the political games and intrigue that comes with being a sith. This means selling and gaining information in a variety of means, and using it to play a deadly game, adding layers of depth to Intel-gaining, intrigue, and providing a place for underworld RP, both in the game of gaining/dealing info, but also in enforcing deals, doing favours, and using the info to change things to their own ends. Anyone interested in joining in some capacity, or spying neutrally or within another guild (With GM’s permission, of course) feel free to contact Zerrak, Maddox, Kreuz, or Altariel in-game or on the forums. Alternatively using our site's application form
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